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Old 10/07/08, 4:44 PM   #2776
Toots Hepcat
Care for a jelly baby?
 
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Troll Shaman
 
Llane
Originally Posted by Skreekins View Post
Flametongue v. Searing is not a battle that has been decided yet if I am not mistaken
Searing Totem:
Base 52.5 dps + .2 (coef) / 2s * (spellpower) dps

vs

165 spellpower:
Assuming Flametongue (10% coefficient) @ 1 proc per 1.6s (10 dps), MW boosted LB (~80% + 20% boost) @ 1 proc per 10s (16 dps), Earth Shock (~43% + 20%) every 6s (14.2 dps) plus an SS proc (100%) every 20s (8.25), you're looking at about 48.45 dps from the FTT.

(Please tell me if any of these coefficients or rates is wildly off. I am generating some equations for 3.0)

So: looks like searing is better for us. But it's all moot -- most likely you'll have a minimum of one other shaman in the raid who'll be dropping FT so you don't have to. If you don't have this luxury, and you have even one additional caster in your raid, FTT is your only option. Won't break sheeps either.

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Old 10/07/08, 4:46 PM   #2777
Malan
Mind the gap.
 
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Malan
Tauren Shaman
 
No WoW Account
FT totem might still be the better choice depending on the composition of your group though. Heavy casters would definitely tip toward FT over Searing wouldn't it?

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Old 10/07/08, 4:57 PM   #2778
david0925
Don Flamenco
 
Night Elf Druid
 
Proudmoore
Originally Posted by Acks View Post
For the moment, I only want to consider level 70 (61 points) as my guild will still be raiding Sunwell until Wrath.

As I see it, after taking the obvious talents, we're left with these 3 talents to make room for 8 points in Elemental tree (5 in convect or concus, and 3 in ED):

Static Shock
UR
Enhancing Totems

How would you compare these 3 talents? Currently, I'm thinking of taking 5/5 UR and ignoring Static Shock and Enhancing Totems until Wrath. (8/53/0). Assuming I have a hunter in my group for 3.0, I will probably ignore UR, and go 3/3 Statick shock and 2/3 Enh totems.



So imp shields doesn't cause Static shock procs to do more damage? How did i miss this?
You definitely want Enhancing totem since it gives you more personal AP than Ancestral Knowledge point for point, not to mention it buffs the entire raid.

This is probably what I'd go for in 3.0
Talent
yes losing imp ghost wolf sucks, but only fight you ever use it for raiding is on Felmyst and every now and then in Hyjal anyway; it's not gamebreaking

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Old 10/07/08, 5:00 PM   #2779
Pitbuller
King Hippo
 
Tauren Shaman
 
Wildhammer (EU)
At 25man raid flametongue totem is poor option. Totem of Wrath or Demonic Pact is just so much better. But do Demonic pact mean warlock or my spell power? Tooltip isn't so clear.
Your pet's criticals apply the Demonic Pact effect to your party or raid members.
 Demonic Pact increases spell power by 10% of your Spell Damage for 12 sec. Does not work on Enslaved demons.

Slow, slower, shaman weapon.

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Old 10/07/08, 5:04 PM   #2780
Suryaa
Glass Joe
 
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Draenei Shaman
 
Lightbringer
Did some longer testing with a fast dagger for anyone interested in slow/fast combos, since someone else was working on 2.0 speed.

Each test was run for 1 hour using a 1.4 speed dagger with no enchant, imbue, or instant attacks. The only haste that was used is stated in each test.

Test 1 - 603 procs 10.05 PPM (no haste)
Test 2 - 645 procs 10.75 PPM (WF totem)
Test 3 - 669 procs 11.15 PPM (flurry 65% uptime 30.07% crit)
Test 4 - 679 procs 11.32 PPM (haste from gear 10.02%)

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Old 10/07/08, 5:07 PM   #2781
Malan
Mind the gap.
 
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Malan
Tauren Shaman
 
No WoW Account
Originally Posted by Pitbuller View Post
At 25man raid flametongue totem is poor option. Totem of Wrath or Demonic Pact is just so much better. But do Demonic pact mean warlock or my spell power? Tooltip isn't so clear.
It's perfectly clear, it says it applies Demonic Pact to the entire raid, and that Demonic Pact boosts spell power by 10%. I'm not sure that an imp is going to keep a ~100% uptime though, especially given how frequently they tend to die, and don't locks generally sac the pet?

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Old 10/07/08, 5:08 PM   #2782
Xoya
Bald Bull
 
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Xoya
Orc Shaman
 
No WoW Account
I'm finding it a bit hard to follow the discussion regarding how haste affects MW. Do we yet have a full understanding of which types of haste increase MW's PPM? From what I've gathered so far, "increases melee haste by X%" increases our PPM by X%, but "increases attack speed by Y%" does not increase our PPM at all, nor does haste rating on gear. Is this correct so far?

Also, given all the recent changes, will it still be best for us to reach the spell hit cap before buffing all other stats (in terms of gems)? If so, should we expect to be capped at both level 70 and level 80?

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Old 10/07/08, 5:15 PM   #2783
Mman
Piston Honda
 
Draenei Shaman
 
Shattered Hand
Originally Posted by Pitbuller View Post
At 25man raid flametongue totem is poor option. Totem of Wrath or Demonic Pact is just so much better. But do Demonic pact mean warlock or my spell power? Tooltip isn't so clear.
For personal dps, flametongue provides more spell damage for enhancement shaman until we get around >5500AP.

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Old 10/07/08, 5:19 PM   #2784
Sydane
Don Flamenco
 
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Human Warlock
 
Argent Dawn
Demonic Pact gives you a buff that gives you a 10% bonus to your own spellpower. At 70 Totem of Wrath gives 140 spellpower and Flametongue gives 106 spellpower, at 80 wrath gives 280 and FT gives 144. However, you may not be in range of Totem of Wrath a lot of the time since it will be out with the caster group, and in a 10 man you're not likely to have one anyway. Assuming no other spellpower buffs, it would take 4800 AP for Demonic Pact to be better than level 70 Totem of Wrath or level 80 Flametongue Totem.

Locks won't sac their pets any more, and Demonic Pact is a deep demo talent, so it would be coming from a Felguard most likely. In a 25 man environment uptime should be essentially 100%, in a 10 man it will depend a lot on how many of the various raid crit buffs are available, but should still be pretty high. However, early on at level 80 it will be strickly inferior for basically everyone compared to Totem of Wrath, and there are a lot of other points to spend a Demo lock would probably rather have, so I wouldn't expect it to be very common.

Empathy does not imply approval.

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Old 10/07/08, 5:24 PM   #2785
Cyaxeres
Glass Joe
 
Tauren Shaman
 
Hyjal
Currently on live, I use a macro with a ctrl modifier on one of my keybinds to recast windfury weapon on both my main and offhand weapons. Since both buffs are the same, there is no differentiation between buffs and weapons needed. I was wondering if someone had a two-click macro to make sure that windfury is always applied to the mainhand and flametongue is always applied to the offhand with no possibility of a mistake. I'm not sure if this is possible, but I considered it a question specific for enhancement shamans due to how frequently I, and I assume many other people, recast their weapon buffs. I know I have a habit of doing it whenever there is a free moment between fights and that sort of thing.

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Old 10/07/08, 5:44 PM   #2786
Toots Hepcat
Care for a jelly baby?
 
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Troll Shaman
 
Llane
Originally Posted by Mman View Post
For personal dps, flametongue provides more spell damage for enhancement shaman until we get around >5500AP.
Given math above, please explain how this is possible.

Either I'm missing a large source of spell damage or I have the proc rates all wrong.

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Old 10/07/08, 5:45 PM   #2787
Mman
Piston Honda
 
Draenei Shaman
 
Shattered Hand
Just change the macro so the second spell cast is flametongue. I'm not sure what your macro looks like, but it seems like that should be easy. Personally I don't constantly recast my weapon enchants. The only time I pre-emptively do is before a boss fight. Otherwise I just watch the cooldown.

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Old 10/07/08, 5:50 PM   #2788
Cyaxeres
Glass Joe
 
Tauren Shaman
 
Hyjal
Well, I suppose it might be overkill to add some sort of conditions to make sure each one is specifically cast on a certain hand. A castsequence with a short reset should do the trick just fine. It's just habit for me when not in combat that I recast weapon buffs quite a lot.

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Old 10/07/08, 5:52 PM   #2789
Mman
Piston Honda
 
Draenei Shaman
 
Shattered Hand
Originally Posted by Toots Hepcat View Post
Given math above, please explain how this is possible.

Either I'm missing a large source of spell damage or I have the proc rates all wrong.

It wasn't clear in my post, but I am saying it is supperior to Demonic Pact for spellpower granted. At level 80, with enhancing totems, flametongue totem gives 166 spellpower. In order for Demonic Pact to grant us 166 spellpower we would have to have 166*10=1660 spellpower. We get 3SP for every 10AP. 1660/.3=5533AP.

This of course only applys to our spellpower, as pretty much every other class, accept maybe a pally, that uses spellpower will have well over 1660 come level 80.

This in no way is a comparison to what the actual dps gain of using flametongue is compared to searing totem.

Last edited by Mman : 10/07/08 at 6:10 PM.

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Old 10/07/08, 6:00 PM   #2790
Pitbuller
King Hippo
 
Tauren Shaman
 
Wildhammer (EU)
Originally Posted by Mman View Post
For personal dps, flametongue provides more spell damage for enhancement shaman until we get around >5500AP.
You compare flametongue totem spell power amount and Demonic pact spell power amount but you speak personal dps. Demonic pact surpass flametongue totem with talented Flametongue imbue at 4586ap mark and this is easily done with raid buffs at 80lvl. But for personal dps searing totem is allways better. Only at 10man we are only spell power buffer and my post talked about 25mans.

Slow, slower, shaman weapon.

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Old 10/07/08, 6:18 PM   #2791
Fearlezz
Von Kaiser
 
Night Elf Death Knight
 
Dunemaul (EU)
Originally Posted by Cyaxeres View Post
I was wondering if someone had a two-click macro to make sure that windfury is always applied to the mainhand and flametongue is always applied to the offhand with no possibility of a mistake.
#showtooltip
/use [nomodifier] Windfury Weapon; [modifier:shift] Flametongue Weapon
/use [button:1] 16; [button:2] 17
Left click the macro for MH and right click for OH. You can also add more modifiers for other imbues

Last edited by Fearlezz : 10/07/08 at 6:30 PM.

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Old 10/07/08, 6:28 PM   #2792
Rouncer
Deeper Shade of Blue
 
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Rouncer
Orc Shaman
 
No WoW Account
Originally Posted by david0925 View Post

This is probably what I'd go for in 3.0
Talent
yes losing imp ghost wolf sucks, but only fight you ever use it for raiding is on Felmyst and every now and then in Hyjal anyway; it's not gamebreaking
Pull 2 points out of Ancestral Knowledge and stick them in Ghost Wolf - you have what 250 Intellect at 70 so that means those 2 points are worth 10 Int versus Instant Ghost Wolf...

Also Unleashed Rage is crap compared to Static Shock. Only get Unleashed Rage for raiding at 70 if there isn't a Hunter with TSA available (and you should make sure there is one since TSA gives 12% AP instead of just 10% with the Glyph which is a significant raid buff).

Haven't had a chance to test yet but this should work.


#showtooltip
/castsequence [nomodifier:shift] Windfury Weapon, Flametongue Weapon
/stopmacro [nomodifier:shift]
/script CancelItemTempEnchantment(1)
/script CancelItemTempEnchantment(2)

Hold shift to strip your weapon buffs and then click it twice to reapply them.

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Old 10/07/08, 6:39 PM   #2793
Skreekins
Von Kaiser
 
Draenei Shaman
 
Daggerspine
Originally Posted by Cyaxeres View Post
Currently on live, I use a macro with a ctrl modifier on one of my keybinds to recast windfury weapon on both my main and offhand weapons. Since both buffs are the same, there is no differentiation between buffs and weapons needed. I was wondering if someone had a two-click macro to make sure that windfury is always applied to the mainhand and flametongue is always applied to the offhand with no possibility of a mistake. I'm not sure if this is possible, but I considered it a question specific for enhancement shamans due to how frequently I, and I assume many other people, recast their weapon buffs. I know I have a habit of doing it whenever there is a free moment between fights and that sort of thing.
Most of what you need is already built into the imbue mechanics. Rather than writing out exactly what the imbue mechanics are (i just tried its really long), just know that a weapon imbue cast will not overwrite an existing imbue regardless of type or duration. It WILL, however, attempt to refresh any imbues of that type if the duration remaining is less than 29m 1s, checking the main hand first and then the offhand.

Basically, a simple cast sequence macro will work:

/castsequence reset=2 Windfury Weapon, Flametongue Weapon

If you do not have any imbues at all, this will imbue your MH with windfury and your offhand with flametongue with two clicks. You can click it twice again at any time and it will refresh the durations on your imbues. The only time the macro will not function properly is if your main hand is imbued with windfury and your offhand has nothing, like if you just switched your offhand out or you waited more than 2 seconds for your second click. In that circumstance, your offhand will get windfury and the second click will do nothing.

This shouldn't be a very common situation though. If it does happen, just right click off any active imbues and your macro will work as normal. You can also increase the reset time if you want more time for your second click.


There may be some overly complex script that will actively check your imbues for each slot and only apply the appropriate imbues to the appropriate weapons, but its probably unnecessary.


[EDIT]
Rounced crits your macro skills for 10,000.
Your macro skills die.

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Old 10/07/08, 7:11 PM   #2794
Cyaxeres
Glass Joe
 
Tauren Shaman
 
Hyjal
When is the glyph of trueshot aura available? Since Wowhead (Glyph of Trueshot Aura - Item - World of Warcraft) says it is only available from trainers in Northrend but it also says it is creatable with 375 inscription, I am unsure if it will be available after the 3.0 patch. I am trying pretty hard to get at least 1 hunter in my guild to go marksmanship after the patch and being able to use that glyph would add more support to my argument.

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Old 10/07/08, 7:45 PM   #2795
Rouncer
Deeper Shade of Blue
 
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Rouncer
Orc Shaman
 
No WoW Account
From playing with the Sim I'm showing Earth Shock as our best option for the third Glyph (Stormstrike and SoE being the best 2 over everything). Which seems a bit surprising but I've run the sim under a bunch of different configs and options and that's what it keeps showing me.

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Old 10/07/08, 7:45 PM   #2796
Teeza
Glass Joe
 
Troll Shaman
 
Draenor (EU)
<-- Noob, so hi to all <3

Was a little bored this evening after raid, so I thought I'd run some sims about which are the best weapon combinations.

Badge/Badge (WF/WF) - 2320dps
Syphon/Messenger of Fate (WF/FT) - 2193dps
Syphon/Syphon (WF/WF) - 2308dps
Rage/Fury (WF/WF) - 2320dps
Rising Tide/Rising Tide (WF/WF) - 2324dps
Rising Tide/Mounting Vengeance (WF/WF) - 2342dps
Rage/Mounting Vengeance (WF/WF) - 2339dps
Badge/Mounting Vengeance (WF/WF) - 2285dps
Syphon/Mounting Vengeance (WF/WF) - 2290dps
My 3.0.1 Stats obvious varied with the weapons, but was around 30% melee crit, and 9% melee hit, with 25% spell crit and 11.4% spell hit and 1850 attack power.

Obviously these are very dependant on my gear, but It does seem to illustrate a couple things I think; Weapons of same speed in both hands seems to be a good thing, and obvioulsy the awesomeness the ppm has brought to hit is shown aswell.

AEP values, just for funsies.
Crit Rating - 1.74
Hit Rating - 2.84
Expertise Rating - 3.16
Haste rating - 1.51 (over hasted with badge fists it seems)
ARP Rating - 1.45
Spellpower - 0.64
Agility - 1.91
Intel - 1.3

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Old 10/07/08, 8:13 PM   #2797
Tyus
Glass Joe
 
Orc Shaman
 
Hellscream (EU)
Originally Posted by Rounced View Post
From playing with the Sim I'm showing Earth Shock as our best option for the third Glyph (Stormstrike and SoE being the best 2 over everything). Which seems a bit surprising but I've run the sim under a bunch of different configs and options and that's what it keeps showing me.
Just a few questions. I totally understand the thinking behind the SS and SoE glyphs, but surely the Windfury Weapon glyph should be sitting pretty high up there, no? Or am I misinterpreting it?

Glyph of Windfury Weapon

Or do you mean for when 3.0 lands? If so, then the SS and Earth Shock glyphs you mentioned won't be available until WOLTK as they all require skill level 375+ in Inscription (sourcing that information from Thottbot, so may be inaccurate).

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Old 10/07/08, 8:24 PM   #2798
Smithist
Don Flamenco
 
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Undead Warrior
 
Llane
There was some pretty good analysis on glyphs only a few pages back. The WF is kind of lacking in that it doesn't scale at all with your gear, just % of a static bonus.

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Old 10/07/08, 8:28 PM   #2799
Tyus
Glass Joe
 
Orc Shaman
 
Hellscream (EU)
Originally Posted by Smithist View Post
There was some pretty good analysis on glyphs only a few pages back. The WF is kind of lacking in that it doesn't scale at all with your gear, just % of a static bonus.
Oh, my apologies. This thread moves so fast that after spending a few days away from a computer, you're lost in a see of figures and comments about specific abilities!

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Old 10/07/08, 9:39 PM   #2800
Vim
Von Kaiser
 
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Orc Shaman
 
Illidan
Originally Posted by Cyaxeres View Post
When is the glyph of trueshot aura available? Since Wowhead (Glyph of Trueshot Aura - Item - World of Warcraft) says it is only available from trainers in Northrend but it also says it is creatable with 375 inscription, I am unsure if it will be available after the 3.0 patch. I am trying pretty hard to get at least 1 hunter in my guild to go marksmanship after the patch and being able to use that glyph would add more support to my argument.
Any glyphs that require Ink of the Sea (such as TSA) will not be available until Wrath since you can only obtain Ink of the Sea from Azure Pigment, which is ground from Northrend herbs. Wowhead is pretty up to date with the glyphs and the mats required.

Last edited by Vim : 10/07/08 at 9:42 PM. Reason: Clarity

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